Hi all in the process of writing a storm trooper fandex, but not got much experience of making home brew rules, so just posting a few ideas I've had about guard vehicles to see if I've got a half decent eye for balance or not. Also got a few idea's for imperial weaponry to try improve internal balance (yes yet another post for the imperials, but that's where my experience lies).
The main reason for these changes is that I feel that there is little to differentiate the Taurox and chimera transports and while not the worst units in the game seem a little sub-par for their points after recent changes, that and guard seem to struggle with mobility especially in maelstrom games.
Chimera:
Keep the higher points cost than the previous edition but up the side armour to 12 so that it matches other chimera chassis vehicles. Yes it's a pretty substantial upgrade to durability but the fire point changes hit it pretty hard and while a lot cheaper than the comparably armoured wave serpent it lacks the advantages of the serpent shield and the skimmer rule. Wondering if the points cost should be increased slightly for this change.
Tauros:
While the chimera fills out the role of a more expensive transport with the durability to get to the objective and then have a chance at holding it, the taurox should be kept cheap but its mobility increased to allow different styles of play. I hope I'm right in understanding the effects of the fast rule, but including this rule to keep the basic taurox in theme with the prime will just have the effect of increasing its flat-out range with it only having a single gun or will it also allow the units it carries to fire with out snapshots after moving 12"?
On top of this I'd like to give it the option of trading in the autocannon for the open topped rule and a 2 man capacity increase, mainly for the Hanomag conversions

but also to finally give guard an assault vehicle for ogryns, demo vets and straken.
Tauros Prime:
A cost reduction and some weapon tweaks could make this a reasonable option. Reduce the base cost by 15pts and give the missile launcher flakk munitions included to give scions some limited anti-air.
All vehicles:
Either make the augur array the same cost as a locator beacon or increase it's effectiveness. I'm tempted to say keep its cost but increase the no scatter range to 12" and include last scatter to make it a spotter vehicle, though this seems very power it is a pretty expensive upgrade that can be easily taken out, would be interested in thoughts on this.
Orders can be passed on to units in vehicles, always seemed strange that units in a transport that would likely have better coms than those on foot can't receive orders, would make mech lists a lot more effective, I'd keep its at only affecting the unit being carried rather than the transport in order to prevent it from making mechanised units too effective compared to their foot brethren, though I have had ideas for transport specific orders but that may cause too much confusion.
Interested in any feedback folk have as I have little experience in judging balanced and have got with my gut and rule of cool on a few of these.